Add Entity::RenderComponents and Entity::HasComponent
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@ -30,10 +30,8 @@ namespace simpleengine {
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virtual void Move(const float& delta_time, const sf::Vector2f& offset) {};
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virtual void Move(const sf::Vector2f& offset) {};
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virtual void Render(sf::RenderTarget* target) = 0;
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virtual void Update(const float& delta_time) {
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UpdateComponents(delta_time);
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};
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virtual void Render(sf::RenderTarget* target);
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virtual void Update(const float& delta_time);
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// Called when the entity is about to be destroyed.
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// Make sure to call this in your extending Entity.
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@ -41,7 +39,19 @@ namespace simpleengine {
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void DestroyLater(); // In most cases, this will be ran next EntityEvent::Update()
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const bool& IsGettingDestroyed() const;
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template<typename T>
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bool HasComponent() {
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for (std::unique_ptr<Component>& comp : components) {
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if (dynamic_cast<T*>(comp.get())) {
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return true;
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}
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}
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return false;
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}
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void UpdateComponents(const float& delta_time);
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void RenderComponents(sf::RenderTarget* target);
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void AddComponent(std::unique_ptr<Component> component);
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protected:
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std::vector<std::unique_ptr<Component>> components;
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@ -7,6 +7,14 @@
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#include "entity.h"
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#include "component.h"
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void simpleengine::Entity::Render(sf::RenderTarget *target) {
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RenderComponents(target);
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}
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void simpleengine::Entity::Update(const float &delta_time) {
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UpdateComponents(delta_time);
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}
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void simpleengine::Entity::UpdateComponents(const float& delta_time) {
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for (std::unique_ptr<Component>& component : components) {
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component->Update(delta_time);
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@ -17,6 +25,12 @@ void simpleengine::Entity::UpdateComponents(const float& delta_time) {
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}
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}
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void simpleengine::Entity::RenderComponents(sf::RenderTarget* target) {
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for (std::unique_ptr<Component>& component : components) {
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component->Render(target);
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}
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}
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void simpleengine::Entity::AddComponent(std::unique_ptr<Component> component) {
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components.push_back(std::move(component));
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}
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